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qb64/internal/help/_DONTBLEND.md

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The [_DONTBLEND](_DONTBLEND) statement turns off 32 bit alpha blending for the current image or screen mode where [_BLEND](_BLEND) is default.
## Syntax
> [_DONTBLEND](_DONTBLEND) [imageHandle&]
## Parameter(s)
* If imageHandle& is omitted, it is assumed to be the current [_DEST](_DEST)ination write page.
## Description
* If imageHandle& is not valid, an [ERROR Codes](ERROR-Codes) error will occur.
* [_DONTBLEND](_DONTBLEND) is faster than the default [_BLEND](_BLEND). **You may want to disable it**, unless you really need to use it in 32 bit.
* **32 bit screen surface backgrounds (black) have zero [_ALPHA](_ALPHA) so that they are transparent when placed over other surfaces.**
* Use [CLS](CLS) to make a new surface background [_ALPHA](_ALPHA) 255 or opaque.
* Both [_SOURCE](_SOURCE) and [_DEST](_DEST) must have [_BLEND](_BLEND) enabled, or else colors will NOT blend.
## Example(s)
Use _DONTBLEND when you want the 32 bit screen surface to be opaque so that it covers up other backgrounds. [CLS](CLS) works too.
```vb
SCREEN _NEWIMAGE(1280, 720, 32)
'CLS
_DONTBLEND '<<< comment out to see the difference
LINE (100, 100)-(500, 500), _RGB32(255, 255, 0), BF
b& = SaveBackground&
PRINT "This is just test junk"
PRINT
PRINT "Hit any key and the text should disappear, leaving us our pretty yellow box."
SLEEP
RestoreBackground b&
END
FUNCTION SaveBackground&
SaveBackground& = _COPYIMAGE(0)
END FUNCTION
SUB RestoreBackground (Image AS LONG)
_PUTIMAGE , Image, 0
END SUB
```
Turning off blending to create transparency.
```vb
SCREEN _NEWIMAGE(640, 480, 32)
alphaSprite& = _NEWIMAGE(64, 64, 32)
_DONTBLEND alphaSprite& ' turn off alpha-blending
'Create a simple sprite with transparency
_DEST alphaSprite&
FOR y = 0 TO 63
FOR x = 0 TO 63
alpha = SQR((x - 32) ^ 2 + (y - 32) ^ 2) / 32
IF alpha < 0 THEN alpha = 0
alpha = (1 - alpha * alpha) 'parabolic curve
PSET (x, y), _RGBA32(255, 255, 255, alpha * 255)
NEXT
NEXT
'Make a simple background texture
_DEST 0
FOR y = 1 TO 479
FOR x = 0 TO 639
PSET (x, y), _RGB32(x AND 255, y AND 255, (x XOR y) AND 255)
NEXT
NEXT
'Store background so we can show moveable objects on it
background& = _COPYIMAGE
'Treat my alpha values as transparency
_BLEND alphaSprite&
ph = 0
DO: _LIMIT 60
x = 320 - 250 * COS(ph) - (_WIDTH(alphaSprite&) \ 2)
y = 240 - 150 * COS(ph * 1.3) - (_HEIGHT(alphaSprite&) \ 2)
ph = ph + 0.03
_PUTIMAGE , background&, 0
_PUTIMAGE (x, y), alphaSprite&, 0
_DISPLAY
LOOP UNTIL LEN(INKEY$)
```
*Explanation:* To make the alpha image, turn alpha blending off. Otherwise PSET blends the pixel to instead of making the sprite transparent.
## See Also
* [_BLEND](_BLEND)
* [_BLEND (function)](_BLEND-(function))
* [Images](Images)